mirror of
https://github.com/esx-framework/esx_core.git
synced 2026-08-30 17:58:54 +00:00
314 lines
9.1 KiB
Lua
314 lines
9.1 KiB
Lua
local spawnedVehicles = {}
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function OpenVehicleSpawnerMenu(type, hospital, part, partNum)
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local playerCoords = GetEntityCoords(PlayerPedId())
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ESX.UI.Menu.Open('default', GetCurrentResourceName(), 'vehicle', {
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title = _U('garage_title'),
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align = 'top-left',
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elements = {
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{label = _U('garage_storeditem'), action = 'garage'},
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{label = _U('garage_storeitem'), action = 'store_garage'},
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{label = _U('garage_buyitem'), action = 'buy_vehicle'}
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}}, function(data, menu)
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if data.current.action == 'buy_vehicle' then
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local shopElements = {}
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local authorizedVehicles = Config.AuthorizedVehicles[type][ESX.PlayerData.job.grade_name]
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local shopCoords = Config.Hospitals[hospital][part][partNum].InsideShop
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if #authorizedVehicles > 0 then
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for k,vehicle in ipairs(authorizedVehicles) do
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if IsModelInCdimage(vehicle.model) then
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local vehicleLabel = GetLabelText(GetDisplayNameFromVehicleModel(vehicle.model))
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table.insert(shopElements, {
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label = ('%s - <span style="color:green;">%s</span>'):format(vehicleLabel, _U('shop_item', ESX.Math.GroupDigits(vehicle.price))),
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name = vehicleLabel,
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model = vehicle.model,
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price = vehicle.price,
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props = vehicle.props,
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type = type
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})
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end
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end
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if #shopElements > 0 then
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OpenShopMenu(shopElements, playerCoords, shopCoords)
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end
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end
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elseif data.current.action == 'garage' then
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local garage = {}
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ESX.TriggerServerCallback('esx_vehicleshop:retrieveJobVehicles', function(jobVehicles)
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if #jobVehicles > 0 then
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local allVehicleProps = {}
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for k,v in ipairs(jobVehicles) do
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local props = json.decode(v.vehicle)
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if IsModelInCdimage(props.model) then
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local vehicleName = GetLabelText(GetDisplayNameFromVehicleModel(props.model))
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local label = ('%s - <span style="color:darkgoldenrod;">%s</span>: '):format(vehicleName, props.plate)
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if v.stored then
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label = label .. ('<span style="color:green;">%s</span>'):format(_U('garage_stored'))
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else
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label = label .. ('<span style="color:darkred;">%s</span>'):format(_U('garage_notstored'))
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end
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table.insert(garage, {
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label = label,
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stored = v.stored,
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model = props.model,
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plate = props.plate
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})
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allVehicleProps[props.plate] = props
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end
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end
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if #garage > 0 then
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ESX.UI.Menu.Open('default', GetCurrentResourceName(), 'vehicle_garage', {
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title = _U('garage_title'),
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align = 'top-left',
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elements = garage
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}, function(data2, menu2)
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if data2.current.stored then
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local foundSpawn, spawnPoint = GetAvailableVehicleSpawnPoint(hospital, part, partNum)
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if foundSpawn then
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menu2.close()
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ESX.Game.SpawnVehicle(data2.current.model, spawnPoint.coords, spawnPoint.heading, function(vehicle)
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local vehicleProps = allVehicleProps[data2.current.plate]
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ESX.Game.SetVehicleProperties(vehicle, vehicleProps)
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TriggerServerEvent('esx_vehicleshop:setJobVehicleState', data2.current.plate, false)
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ESX.ShowNotification(_U('garage_released'))
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end)
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end
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else
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ESX.ShowNotification(_U('garage_notavailable'))
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end
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end, function(data2, menu2)
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menu2.close()
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end)
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else
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ESX.ShowNotification(_U('garage_empty'))
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end
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else
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ESX.ShowNotification(_U('garage_empty'))
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end
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end, type)
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elseif data.current.action == 'store_garage' then
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StoreNearbyVehicle(playerCoords)
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end
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end, function(data, menu)
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menu.close()
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end)
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end
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function StoreNearbyVehicle(playerCoords)
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local vehicles, vehiclePlates = ESX.Game.GetVehiclesInArea(playerCoords, 30.0), {}
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if #vehicles > 0 then
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for k,v in ipairs(vehicles) do
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-- Make sure the vehicle we're saving is empty, or else it wont be deleted
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if GetVehicleNumberOfPassengers(v) == 0 and IsVehicleSeatFree(v, -1) then
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table.insert(vehiclePlates, {
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vehicle = v,
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plate = ESX.Math.Trim(GetVehicleNumberPlateText(v))
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})
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end
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end
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else
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ESX.ShowNotification(_U('garage_store_nearby'))
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return
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end
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ESX.TriggerServerCallback('esx_ambulancejob:storeNearbyVehicle', function(storeSuccess, foundNum)
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if storeSuccess then
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local vehicleId = vehiclePlates[foundNum]
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local attempts = 0
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ESX.Game.DeleteVehicle(vehicleId.vehicle)
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isBusy = true
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Citizen.CreateThread(function()
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while isBusy do
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Citizen.Wait(0)
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drawLoadingText(_U('garage_storing'), 255, 255, 255, 255)
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end
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end)
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-- Workaround for vehicle not deleting when other players are near it.
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while DoesEntityExist(vehicleId.vehicle) do
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Citizen.Wait(500)
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attempts = attempts + 1
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-- Give up
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if attempts > 30 then
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break
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end
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vehicles = ESX.Game.GetVehiclesInArea(playerCoords, 30.0)
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if #vehicles > 0 then
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for k,v in ipairs(vehicles) do
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if ESX.Math.Trim(GetVehicleNumberPlateText(v)) == vehicleId.plate then
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ESX.Game.DeleteVehicle(v)
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break
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end
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end
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end
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end
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isBusy = false
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ESX.ShowNotification(_U('garage_has_stored'))
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else
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ESX.ShowNotification(_U('garage_has_notstored'))
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end
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end, vehiclePlates)
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end
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function GetAvailableVehicleSpawnPoint(hospital, part, partNum)
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local spawnPoints = Config.Hospitals[hospital][part][partNum].SpawnPoints
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local found, foundSpawnPoint = false, nil
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for i=1, #spawnPoints, 1 do
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if ESX.Game.IsSpawnPointClear(spawnPoints[i].coords, spawnPoints[i].radius) then
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found, foundSpawnPoint = true, spawnPoints[i]
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break
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end
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end
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if found then
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return true, foundSpawnPoint
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else
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ESX.ShowNotification(_U('garage_blocked'))
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return false
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end
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end
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function OpenShopMenu(elements, restoreCoords, shopCoords)
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local playerPed = PlayerPedId()
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isInShopMenu = true
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ESX.UI.Menu.Open('default', GetCurrentResourceName(), 'vehicle_shop', {
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title = _U('vehicleshop_title'),
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align = 'top-left',
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elements = elements
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}, function(data, menu)
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ESX.UI.Menu.Open('default', GetCurrentResourceName(), 'vehicle_shop_confirm', {
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title = _U('vehicleshop_confirm', data.current.name, data.current.price),
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align = 'top-left',
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elements = {
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{label = _U('confirm_no'), value = 'no'},
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{label = _U('confirm_yes'), value = 'yes'}
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}}, function(data2, menu2)
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if data2.current.value == 'yes' then
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local newPlate = exports['esx_vehicleshop']:GeneratePlate()
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local vehicle = GetVehiclePedIsIn(playerPed, false)
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local props = ESX.Game.GetVehicleProperties(vehicle)
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props.plate = newPlate
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ESX.TriggerServerCallback('esx_ambulancejob:buyJobVehicle', function(bought)
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if bought then
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ESX.ShowNotification(_U('vehicleshop_bought', data.current.name, ESX.Math.GroupDigits(data.current.price)))
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isInShopMenu = false
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ESX.UI.Menu.CloseAll()
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DeleteSpawnedVehicles()
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FreezeEntityPosition(playerPed, false)
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SetEntityVisible(playerPed, true)
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ESX.Game.Teleport(playerPed, restoreCoords)
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else
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ESX.ShowNotification(_U('vehicleshop_money'))
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menu2.close()
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end
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end, props, data.current.type)
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else
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menu2.close()
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end
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end, function(data2, menu2)
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menu2.close()
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end)
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end, function(data, menu)
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isInShopMenu = false
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ESX.UI.Menu.CloseAll()
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DeleteSpawnedVehicles()
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FreezeEntityPosition(playerPed, false)
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SetEntityVisible(playerPed, true)
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ESX.Game.Teleport(playerPed, restoreCoords)
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end, function(data, menu)
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DeleteSpawnedVehicles()
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WaitForVehicleToLoad(data.current.model)
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ESX.Game.SpawnLocalVehicle(data.current.model, shopCoords, 0.0, function(vehicle)
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table.insert(spawnedVehicles, vehicle)
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TaskWarpPedIntoVehicle(playerPed, vehicle, -1)
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FreezeEntityPosition(vehicle, true)
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SetModelAsNoLongerNeeded(data.current.model)
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if data.current.props then
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ESX.Game.SetVehicleProperties(vehicle, data.current.props)
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end
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end)
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end)
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WaitForVehicleToLoad(elements[1].model)
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ESX.Game.SpawnLocalVehicle(elements[1].model, shopCoords, 0.0, function(vehicle)
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table.insert(spawnedVehicles, vehicle)
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TaskWarpPedIntoVehicle(playerPed, vehicle, -1)
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FreezeEntityPosition(vehicle, true)
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SetModelAsNoLongerNeeded(elements[1].model)
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if elements[1].props then
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ESX.Game.SetVehicleProperties(vehicle, elements[1].props)
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end
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end)
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end
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Citizen.CreateThread(function()
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while true do
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Citizen.Wait(0)
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if isInShopMenu then
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DisableControlAction(0, 75, true) -- Disable exit vehicle
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DisableControlAction(27, 75, true) -- Disable exit vehicle
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else
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Citizen.Wait(500)
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end
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end
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end)
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function DeleteSpawnedVehicles()
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while #spawnedVehicles > 0 do
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local vehicle = spawnedVehicles[1]
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ESX.Game.DeleteVehicle(vehicle)
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table.remove(spawnedVehicles, 1)
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end
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end
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function WaitForVehicleToLoad(modelHash)
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modelHash = (type(modelHash) == 'number' and modelHash or GetHashKey(modelHash))
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if not HasModelLoaded(modelHash) then
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RequestModel(modelHash)
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BeginTextCommandBusyspinnerOn('STRING')
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AddTextComponentSubstringPlayerName(_U('vehicleshop_awaiting_model'))
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EndTextCommandBusyspinnerOn(4)
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while not HasModelLoaded(modelHash) do
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Citizen.Wait(0)
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DisableAllControlActions(0)
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end
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BusyspinnerOff()
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end
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end
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